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lol-domain
by shepherdjerred
Create match reports for League of Legends
⭐ 2🍴 1📅 2026年1月24日
SKILL.md
name: lol-domain description: | League of Legends domain knowledge and terminology. Use when working with match data, champion info, ranked systems, game objectives, items, runes, or player statistics.
League of Legends Domain Reference
Comprehensive reference for League of Legends game concepts, terminology, and data structures.
Ranked System
Tiers (Low to High)
| Tier | Divisions | Notes |
|---|---|---|
| Iron | IV, III, II, I | Lowest tier |
| Bronze | IV, III, II, I | |
| Silver | IV, III, II, I | Most populated |
| Gold | IV, III, II, I | |
| Platinum | IV, III, II, I | |
| Emerald | IV, III, II, I | Added Season 13 |
| Diamond | IV, III, II, I | |
| Master | None | Top 0.2% |
| Grandmaster | None | Top players, 200+ LP |
| Challenger | None | Top 300 players per region |
LP (League Points)
- Gain/lose LP from wins/losses
- Iron-Platinum: baseline +/-25 LP
- Emerald+: baseline +/-20 LP
- Promotion between divisions at 100 LP
- Master+ uses continuous LP (no promotions)
- Grandmaster requires 200+ LP in Master
- Challenger requires 500+ LP
Queue Restrictions
Solo/Duo:
- Most players: queue within 1 tier
- Iron: can queue up to 2 tiers higher
- Diamond+: within 2 divisions only
- Grandmaster+: solo only
Flex:
- Diamond and below: no restrictions
- Master+: must be Emerald+ to queue together
Queue Types
Ranked Queues
| Queue | ID | Players | Notes |
|---|---|---|---|
| Solo/Duo | 420 | 1-2 | Main competitive queue |
| Flex 5v5 | 440 | 1, 2, 3, or 5 | No parties of 4 |
Casual Queues
| Queue | ID | Notes |
|---|---|---|
| Normal (Draft) | 400 | Same rules as ranked |
| Normal (Blind) | 430 | Mirror matchups allowed |
| ARAM | 450 | All Random, All Mid |
Special Queues
| Queue | Notes |
|---|---|
| Clash | Tournament mode |
| Arena | 2v2v2v2 mode |
| URF | Ultra Rapid Fire (rotating) |
| One for All | All same champion (rotating) |
Champion Classes
Primary Classes
| Class | Role | Examples |
|---|---|---|
| Tank | Absorb damage, initiate | Malphite, Ornn, Leona |
| Fighter | Sustained damage + durability | Darius, Fiora, Jax |
| Assassin | Burst damage, high mobility | Zed, Akali, Katarina |
| Mage | Ability-based damage | Lux, Syndra, Orianna |
| Marksman | Sustained ranged damage | Jinx, Caitlyn, Kai'Sa |
| Support | Utility, protection | Thresh, Lulu, Yuumi |
Fighter Subclasses
| Subclass | Traits | Examples |
|---|---|---|
| Juggernaut | Low mobility, high damage/durability | Darius, Mordekaiser, Garen |
| Diver | Engage into backline | Irelia, Vi, Camille |
Mage Subclasses
| Subclass | Traits | Examples |
|---|---|---|
| Burst Mage | High combo damage | Syndra, Annie, Veigar |
| Battlemage | Sustained AoE in fights | Cassiopeia, Ryze, Swain |
| Artillery Mage | Extreme range | Xerath, Lux, Vel'Koz |
Assassin Subclasses
| Subclass | Traits | Examples |
|---|---|---|
| Assassin | Quick in-and-out | Zed, Talon, Akali |
| Skirmisher | Extended duels | Yasuo, Yone, Fiora |
Game Objectives
Dragons (Elemental Drakes)
Spawn at 5:00, respawn 5 minutes after killed. One team getting 4 drakes grants Dragon Soul.
| Drake | Buff | Soul Effect |
|---|---|---|
| Infernal | +AD/AP | Attacks cause AoE explosion |
| Mountain | +Armor/MR | Shield after not taking damage |
| Ocean | +HP regen | Damaging enemies heals you |
| Cloud | +Movement speed (OOC) | +Movement speed (permanent) |
| Hextech | +Attack speed + ability haste | Chain lightning on attacks |
| Chemtech | +Tenacity + heal/shield power | Brief zombie state on death |
Elder Dragon
- Spawns after one team gets Dragon Soul
- Grants Elder Dragon buff: bonus true damage + execute enemies below 20% HP
- Game-ending objective
Baron Nashor
- Spawns at 20:00
- Hand of Baron buff (210 seconds):
- Empowered Recall (4 seconds)
- Bonus AD/AP
- Empowers nearby minions significantly
- Primary objective for sieging/ending
Rift Herald
- Spawns at 8:00, despawns at 19:45
- Drops Eye of the Herald (consume to summon Herald)
- Herald charges towers for massive damage
- Can spawn twice (second at 13:45 if first killed before 13:45)
Void Grubs
- Spawn at 5:00 in groups of 3
- Grant Voidmite stacks (up to 6)
- Voidmites attack structures alongside you
- Alternative early objective to dragons
Match Statistics
Core Stats
| Stat | Description |
|---|---|
| KDA | Kills/Deaths/Assists ratio: (K+A)/D |
| CS | Creep Score (minions + jungle monsters killed) |
| Gold | Total gold earned |
| Damage Dealt | Total damage to champions |
| Damage Taken | Total damage received |
| Vision Score | Wards placed + destroyed + control |
Gold Values
| Event | Gold |
|---|---|
| Melee minion | ~21 |
| Caster minion | ~14 |
| Cannon minion | ~60-90 |
| Champion kill (base) | 300 |
| First Blood | +100 bonus |
| Assist | ~half of kill gold |
| Shutdown (2+ kills) | +150 per streak level |
| Dragon | ~25-100 per player |
| Baron | ~300 per player |
| Tower | ~50-250 local + ~100 global |
Bounty System
| Kill Streak | Bounty |
|---|---|
| 0 (base) | 300 |
| 2 kills | 450 |
| 3 kills | 600 |
| 4 kills | 700 |
| 5 kills | 800 |
| 6 kills | 900 |
| 7+ kills | 1000 (max) |
Runes Reforged
Rune Paths
| Path | Theme | Classes |
|---|---|---|
| Precision | Sustained damage, attacks | Marksmen, fighters |
| Domination | Burst damage, hunting | Assassins, mages |
| Sorcery | Abilities, utility | Mages, enchanters |
| Resolve | Durability, defense | Tanks, supports |
| Inspiration | Creative, rule-breaking | Various |
Precision Keystones
| Keystone | Effect |
|---|---|
| Press the Attack | 3 hits = bonus damage + damage amp |
| Lethal Tempo | Stacking attack speed |
| Fleet Footwork | Energized heal + movement speed |
| Conqueror | Stacking AD/AP + healing |
Domination Keystones
| Keystone | Effect |
|---|---|
| Electrocute | 3 hits/abilities = burst damage |
| Dark Harvest | Execute-style scaling damage |
| Hail of Blades | Burst attack speed (3 attacks) |
| Predator | Movement speed + damage on first hit |
Sorcery Keystones
| Keystone | Effect |
|---|---|
| Summon Aery | Damage enemies or shield allies |
| Arcane Comet | Ability hits launch comet |
| Phase Rush | 3 hits = burst of movement speed |
Resolve Keystones
| Keystone | Effect |
|---|---|
| Grasp of the Undying | Periodic empowered attack + heal |
| Aftershock | CC triggers resistances + damage |
| Guardian | Shield nearby ally when damaged |
Inspiration Keystones
| Keystone | Effect |
|---|---|
| Glacial Augment | Slowing zone on immobilize |
| Unsealed Spellbook | Swap summoner spells |
| First Strike | Bonus gold/damage when striking first |
Summoner Spells
| Spell | Cooldown | Effect |
|---|---|---|
| Flash | 300s | Blink short distance |
| Ignite | 180s | True damage DoT + Grievous Wounds |
| Teleport | 360s | Channel to allied structure/minion |
| Heal | 240s | Heal self + ally + movement speed |
| Exhaust | 210s | Slow + damage reduction on enemy |
| Barrier | 180s | Temporary shield |
| Cleanse | 210s | Remove CC + reduce incoming CC |
| Ghost | 210s | Movement speed boost |
| Smite | 90s | Damage to monster/minion (jungler) |
Common Combinations
| Role | Common Spells |
|---|---|
| Top | Flash + Teleport, Flash + Ignite |
| Jungle | Flash + Smite (required) |
| Mid | Flash + Ignite, Flash + Teleport |
| ADC | Flash + Heal |
| Support | Flash + Ignite, Flash + Exhaust |
Common Terminology
Gameplay Terms
| Term | Meaning |
|---|---|
| AA | Auto-attack (basic attack) |
| AoE | Area of Effect |
| CC | Crowd Control (stun, slow, etc.) |
| CD | Cooldown |
| DPS | Damage Per Second |
| DoT | Damage over Time |
| OOM | Out of Mana |
| OOC | Out of Combat |
Strategic Terms
| Term | Meaning |
|---|---|
| Aggro | Aggressive play/drawing enemy attention |
| All-in | Commit all abilities for a kill |
| Backdoor | Destroy nexus by bypassing enemy team |
| Dive | Attack under enemy tower |
| Gank | Surprise attack from jungler |
| Kite | Attack while retreating |
| Peel | Protect carry from threats |
| Poke | Harass from range |
| Roam | Leave lane to help elsewhere |
| Split push | Push side lane while team distracts |
| Zone | Deny area to enemies with threat |
Player State Terms
| Term | Meaning |
|---|---|
| Fed | Has many kills, strong |
| Behind | Less gold/XP than opponent |
| Tilted | Frustrated, playing worse |
| Autofill | Assigned non-preferred role |
Meta Terms
| Term | Meaning |
|---|---|
| Meta | Most effective tactics available |
| Powerspike | Point where champion becomes strong |
| Scaling | Champion strength growth over time |
| Early/Mid/Late game | Game phases (~0-15/15-30/30+ min) |
Match Phases
Early Game (0-15 min)
- Laning phase
- First tower priority
- Drake and Herald contests
- Jungle path optimization
Mid Game (15-30 min)
- Towers falling
- Roaming and skirmishing
- Dragon Soul race
- Baron attempts
Late Game (30+ min)
- Full builds approaching
- Baron/Elder Dragon crucial
- One fight can end game
- Death timers are long
Sources
- League of Legends Wiki - Terminology
- League of Legends Fandom - Terminology
- League of Legends Wiki - Champion Classes
- League of Legends Wiki - Ranked Game
- Riot Support - Ranked Tiers, Divisions, and Queues
- Dignitas - LoL Terminology Guide 2025
- Dignitas - Champion Class Guide
- Dignitas - Objectives Guide
- Dignitas - Runes Reforged Overview
- Dignitas - Summoner Spells Guide
- Mobalytics - LoL Terms
- Mobalytics - Summoner Spells
- Esports Insider - LoL Ranks Explained
- Esports Insider - LoL Roles Explained
- League of Legends Wiki - Dragon Pit
- League of Legends Wiki - Elder Dragon
- League of Legends Wiki - Rune
- League of Legends Wiki - Summoner Spell
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